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Draco18s

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Everything posted by Draco18s

  1. You would have to reset the stencil buffer.
  2. You have to set the ItemBlock's registry name too.
  3. I dunno, maybe block.setRegistryName(...)
  4. You don't want to check if the block is TALLGRASS, that only helps you against tall grass, not snow or other things. You want to check if the block isReplaceable
  5. What the fuck is this https://github.com/16ColorGames/SuperTechTweaks/blob/master/src/main/java/com/sixteencolorgames/supertechtweaks/blocks/BlockOre.java#L82-L87 No really. What the fuck.
  6. Yes. Json files is the 1.12 way.
  7. You need to ask the block in the world if it is replaceable and if so, replace it.
  8. Should be a isReplacable() method on the block class. It isn't handled by the material.
  9. Your texture name in midels/block uses "layer0". That's the 2D item layer name. Cube_all uses "all"
  10. You didn't thinger-jigger the galorp galorp and so your plumbus is out of alignment. (Hint: without any code or screen shots we can't help you)
  11. You're still using te.getTileData().
  12. THAT doesn't even make sense.
  13. We know what you're trying to do. We're trying to tell you that you're doing it wrong and how to fix it, but you keep taking that advice and not doing it.
  14. No. You call those methods when the data changes. https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/farming/entities/TileEntityTanner.java#L47
  15. 1) You have posted in the wrong board, if you are not making mods, you should be posting in Support & Bug Reports 2) You haven't included your log like you should so that we can actually provide meaningful help And last but not least.... 3) 1.7 is no longer supported by Forge, your thread will be closed and locked when a mod finds it. Come back when you've updated.
  16. Oh. Hanging entities. Vanilla made those a pain in the ass because EntityHanging itself is responsible for deciding which entity actually gets spawned. You're better off replicating (virtually) all of EntityHanging for your painting clone.
  17. You have to call these methods when the data changes: worldObj.markBlockRangeForRenderUpdate(pos, pos); worldObj.notifyBlockUpdate(pos, getState(), getState(), 3); worldObj.scheduleBlockUpdate(pos,this.getBlockType(),0,0); markDirty();
  18. I have a working example here, although it is to select between two different blockstate files based on a property, but the broad strokes are the same. Note that StateMapperBase is client-side-only and you need to call ModelLoader.setCustomStateMapper for your block, which I do here.
  19. Minecraft is a tag on Stack Overflow (so is Minecraft Forge) and when Documentation happened I was all "yes, this would be a nice thing to have" so that there was a community managed*, central repository of Minecraft modding examples. Documentation (as a feature) has (largely) failed, but those articles I wrote are still there. *Pull Requests to Read the Docs don't count: if the owner(s) of the git repo disappears for any reason, they can't accept the PRs. Not to mention the fact that the Read the Docs doesn't even mention json models and a whole slew of other topics. Like a page on how to get started, which has an existing PR that has had no action in six months.
  20. It's new with that PR which was merged 5-6 days ago.
  21. Yeah, most people realize that already. I wrote up a documentation page for it over on Stack Overflow a while back, too.
  22. Yes, but using the ModelMesher is still the worst option.
  23. Don't use the ModelMesher, use the ModelLoader in PreInit instead. Also stop with the substring nonsense. Unlocalized names have nothing to do with resources. You should be using getRegistryName instead.

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